<!DOCTYPE html>
<html lang="en">

<head>
	<meta charset="UTF-8">
	<title>第一个three.js文件_WebGL三维场景</title>
	<style>
        body {
            margin: 0;
            overflow: hidden;
            /* 隐藏body窗口区域滚动条 */
        }
	</style>
	<!--引入three.js三维引擎-->
	<script src="./js/three.js"></script>
	<script src="./js/OrbitControls.js"></script>
	<!-- <script src="http://www.yanhuangxueyuan.com/threejs/build/three.js"></script> -->
</head>

<body>
<script>
    /**
     * 创建场景对象Scene
     */
    var scene = new THREE.Scene();
    /**
     * 创建网格模型
     */

//     // 立方体网格模型
// var geometry1 = new THREE.BoxGeometry(100, 100, 100);
// var material1 = new THREE.MeshLambertMaterial({
//   color: 0x0000ff
// }); //材质对象Material
// var mesh1 = new THREE.Mesh(geometry1, material1); //网格模型对象Mesh
// scene.add(mesh1); //网格模型添加到场景中

// 球体网格模型
var geometry2 = new THREE.SphereGeometry(60, 40, 40);
var material2 = new THREE.MeshLambertMaterial({
  color: 0xff00ff
});
var mesh2 = new THREE.Mesh(geometry2, material2); //网格模型对象Mesh
mesh2.translateY(120); //球体网格模型沿Y轴正方向平移120
scene.add(mesh2);

// 圆柱网格模型
var geometry3 = new THREE.CylinderGeometry(50, 50, 100, 25);
var material3 = new THREE.MeshLambertMaterial({
  color: 0xffff00
});
var mesh3 = new THREE.Mesh(geometry3, material3); //网格模型对象Mesh
// mesh3.translateX(120); //球体网格模型沿Y轴正方向平移120
mesh3.position.set(120,0,0);//设置mesh3模型对象的xyz坐标为120,0,0
scene.add(mesh3); //


        // var geometry = new THREE.SphereGeometry(60, 40, 40); //创建一个球体几何对象
    var geometry1 = new THREE.BoxGeometry(100, 100, 100,20  ); //创建一个立方体几何对象Geometry
    var material = new THREE.MeshLambertMaterial({
        color: 0xff0000,
                opacity:0.7,
        transparent:true,
        // specular: 0x4488ee,
        // shininess: 12
    }); //材质对象Material
    var mesh = new THREE.Mesh(geometry1, material); //网格模型对象Mesh
    scene.add(mesh); //网格模型添加到场景中
    /**
     * 光源设置
     */
        //点光源
    var point = new THREE.PointLight(0xffffff);
    point.position.set(400, 200, 300); //点光源位置
    scene.add(point); //点光源添加到场景中
    //环境光
    var ambient = new THREE.AmbientLight(0x444444);
    scene.add(ambient);
    // console.log(scene)
    // console.log(scene.children)
    /**
     * 相机设置
     */
    var width = window.innerWidth; //窗口宽度
    var height = window.innerHeight; //窗口高度
    var k = width / height; //窗口宽高比
    var s = 200; //三维场景显示范围控制系数，系数越大，显示的范围越大
    //创建相机对象
    var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
    camera.position.set(200, 300, 200); //设置相机位置
    camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
    /**
     * 创建渲染器对象
     */
    var renderer = new THREE.WebGLRenderer();
    renderer.setSize(width, height);//设置渲染区域尺寸
    renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
    document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
    // 辅助坐标系  参数250表示坐标系大小，可以根据场景大小去设置
    // var axisHelper = new THREE.AxisHelper(250);
    // scene.add(axisHelper);


    //执行渲染操作   指定场景、相机作为参数
    function render() {
        renderer.render(scene, camera);//执行渲染操作
    }

    render();
    var controls = new THREE.OrbitControls(camera, renderer.domElement);//创建控件对象
    controls.addEventListener('change', render);//监听鼠标、键盘事件

</script>
</body>
</html>